Items - Equipment

Updated a month ago

Reworks

Executive Card

"Gain 40% cash back on a targeted purchase. Multishops will remain open."

- Now must be activated manually on a targeted interactable (has a new icon similar to other targeted equipment).
- Now has a 45s cooldown.
- Gold refund increased from 10% to 40%.
Comments:

Alright, hear me out. Executive Card is really really strong, but... it's boring to use. While making it manual will definitely make it weaker, but will hopefully make it more enjoyable and open up more conventional standard equipment synergies (i.e. equipment cooldown reduction). Manual activation also has the side benefit of not accidentally depleting a multishop when it's swapped via Retool or is on cooldown from a different equipment. Overall, this version of Executive Card is a lot more deliberate, which is always a good thing in an equipment.

Buffs

Disposable Missile Launcher

- Missile count increased from 12 to 15 (total damage increased from 3600% to 4500%).
- (Indirect) Missile proc coefficient reduced from 1 to 0.5 (same projectile as AtG).
Comments:

DML was already one of the weaker damage equipment, so considering that it has received multiple indirect nerfs (missile proc coefficient reduced and ICBM nerf), it really needs a buff in exchange.

Eccentric Vase

- You are now invulnerable while in transit.
- Cooldown reduced from 45s to 30s.
- Quantum tunnel duration reduced from 30s to 20s.
Comments:

Taking damage while using Eccentric Vase just feels cheap. This will remove that frustration and hopefully open up the new possibility of using it to escape from dangerous situations. It also now has a shorter cooldown and duration to hopefully make it more available for general traversal.

Milky Chrysalis

- Descent speed after effect expires massively increased (5m/s->20m/s).
- Now grants 100% increased air control while active, greatly increasing acceleration.
- Airdash cooldown increased from 0.5 seconds to 1 second.
Comments:

Milky Chrysalis' biggest downside is that it leaves you extremely vulnerable once the effect ends, a quality that often makes the equipment unfun to use. It also is less reliant on the airdash for general movement, as the increased acceleration allows you to move almost normally in the air.

Molotov (6-pack)

- Cooldown reduced from 45s to 30s.
Comments:

Molotov isn't bad per se, but it's really inconsistent and can be troublesome to get value out of. Rather than strictly making it more powerful, I will instead give the player more opportunities to use it by reducing its cooldown.

Ocular HUD

"All attacks are Critical Strikes for 8 seconds. Critical Strike Chance is converted into Critical Strike Damage."

- Crit chance over 100% is now converted into critical strike damage while the equipment is active.
Comments:

Ocular HUD has the issue of falling off once you get enough items that boost your crit chance. Now it provides a synergy for high crit builds as well.

Preon Accumulator

- Preon tendril damage reduced from 400% to 300%, but fire rate increased from 3x to 4x per second. This means that the tendrils no longer proc bands but have the same overall dps.
- Cooldown reduced from 140s to 120s.
Comments:

A tiny change that allows for a powerful combo, along with a cooldown reduction to help it not be as punishing if you miss.

Radar Scanner

- Interactable reveal duration increased from 10s to 20s.
Comments:

Idk what else to do that would both (a) be balanced, and (b) still remain true to the item concept. At least when you want to use it to reveal stuff it actually stays revealed for a pretty long time now.

Super Massive Leech

- Now calculates healing amount based on actual damage dealt rather than the initial hit.
    - This means that it now takes damage bonuses such as Focus Crystals and Crowbars into account, and can also benefit from critical strikes.
Comments:

This greatly helps Super Massive Leech remain valuable in the mid to late game, as otherwise the actual damage you deal is surprisingly not that high. Inspired by Risky_Lives' RiskyMod.

Volcanic Egg

- Fireball movement speed and acceleration increased (about 15-20% faster).
- Can hit the same enemy multiple times within the same equipment use, but no longer resets duration on hit.
- Impact damage increased from 500% to 600%.
- Ending explosion damage increased from 800% to 1200% and now ignites hit foes.
- Ending explosion radius increased from 8m to 12m.
Comments:

Wow, ever heard of the novelty of actually letting you hit the same enemy repeatedly? This simple change alone makes the item so much more enjoyable, but I decided to also give it better mobility and damage as well as it has always felt pretty weak to me.

Nerfs

Royal Capacitor

- Lightning damage reduced from 3000% to 2500%.
Comments:

Royal Capacitor has a really short cooldown for how much damage it does. I think it's a bit overtuned, so its damage is being reduced slightly.

Tweaks

Jade Elephant

- Duration increased from 5s to 7s.
- Armor gain reduced from 500 to 400.
Comments:

Jade Elephant's duration is just too short for something that you have to preemptively activate for a purely defensive benefit. In exchange for having this extended duration, it gives very slightly less damage reduction (going from 83.3% to 80%).